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Why Do You Still Need To Cap Domination When Other Team Is Dead?


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#1 Ace Selin

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Posted 19 March 2016 - 07:50 AM

Why do you still need to cap domination when other team is dead? Its over, it should end. This is like the worst idea ever that you need to cap still.

#2 Bishop Steiner

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Posted 19 March 2016 - 07:52 AM

but but but ...you still need to hijack Pirate Radio!!!!!

#3 Monkey Lover

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Posted 19 March 2016 - 07:53 AM

Because the other team could still win by caps if the alive team is slow. The idea is to make the caps worth taking.

#4 Triordinant

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Posted 19 March 2016 - 07:55 AM

Time to dump Mode Voting and let players play only the modes they actually like.

#5 Monkey Lover

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Posted 19 March 2016 - 08:05 AM

View PostTriordinant, on 19 March 2016 - 07:55 AM, said:

Time to dump Mode Voting and let players play only the modes they actually like.


What's your idea to bring in 400%more players to make this work?

#6 Zolaz

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Posted 19 March 2016 - 08:06 AM

View PostTriordinant, on 19 March 2016 - 07:55 AM, said:

Time to dump Mode Voting and let players play only the modes they actually like.


I cant tell you how many times, in the military, I got to tell my chain of command what kind of missions I would go on.

#7 Triordinant

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Posted 19 March 2016 - 08:19 AM

View PostMonkey Lover, on 19 March 2016 - 08:05 AM, said:

What's your idea to bring in 400%more players to make this work?

Whatever for? It worked fine before and ever since Steam the population more than doubled according to Russ (not that it matters). The longest I ever waited before mode voting was 3 minutes and most of the time it was 1 minute or less. There's no good reason to have mode voting in the first place.

View PostZolaz, on 19 March 2016 - 08:06 AM, said:

I cant tell you how many times, in the military, I got to tell my chain of command what kind of missions I would go on.

This is a game. People play it to have fun. Some folks have only 30 to 90 minutes a day to play and not even every day. Every minute spent in a game mode they despise is a complete waste of time.

Edited by Triordinant, 19 March 2016 - 08:20 AM.


#8 LordMelvin

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Posted 19 March 2016 - 09:14 AM

The smart move would be to make an "auto win" condition where if all enemies are dead and have no objectives the game ends.

That way, if the game is at 730 pts and one cap left for the other team they can still win. But once you zero out that cap there's no way for them to come back.

#9 FupDup

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Posted 19 March 2016 - 09:17 AM

It was an attempt by PGI to make King of The Hill into something other than "Skirmish with a twist."

The problem is that it failed, because "Skirmishing" early on is still the best way to win because dead enemies can't cap. Thus, it's still Skirmish with a twist...but the twist is that you have to wait longer.

Edited by FupDup, 19 March 2016 - 09:18 AM.


#10 Whipley

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Posted 19 March 2016 - 09:18 AM

View PostMonkey Lover, on 19 March 2016 - 07:53 AM, said:

Because the other team could still win by caps if the alive team is slow. The idea is to make the caps worth taking.



For Conquest, yes. OP is talking about Domination.

I do agree that making us wait through the timer for Domination is not a beneficial gameplay mechanic. A situation in which all the enemies have been killed (and were not ahead on points or domination cap time) and have no chance to respawn and yet the victorious team still has to cap a point should be on every game designer's no-no list.

Now, if there were nearby mech hangars, let's say two per side, where players could reinforce from. This might make it more interesting. (It could also turn it into a spawn-camping nightmare, though).

That being said, it's only a minute. Still.. It would make more sense if the game ended when the enemies have been wiped out.

Edited by Whipley, 19 March 2016 - 09:20 AM.


#11 Monkey Lover

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Posted 19 March 2016 - 12:30 PM

View PostWhipley, on 19 March 2016 - 09:18 AM, said:



For Conquest, yes. OP is talking about Domination.

I do agree that making us wait through the timer for Domination is not a beneficial gameplay mechanic. A situation in which all the enemies have been killed (and were not ahead on points or domination cap time) and have no chance to respawn and yet the victorious team still has to cap a point should be on every game designer's no-no list.

Now, if there were nearby mech hangars, let's say two per side, where players could reinforce from. This might make it more interesting. (It could also turn it into a spawn-camping nightmare, though).

That being said, it's only a minute. Still.. It would make more sense if the game ended when the enemies have been wiped out.


Even when Domination you can tie if they can't cap the last 60 seconds of the match. Im sure this would be very rare but could happen. I dont have much of a issue for Domination as most the wait times is less than 30 seconds.

View PostTriordinant, on 19 March 2016 - 08:19 AM, said:

Whatever for? It worked fine before and ever since Steam the population more than doubled according to Russ (not that it matters). The longest I ever waited before mode voting was 3 minutes and most of the time it was 1 minute or less. There's no good reason to have mode voting in the first place.



The wait times i saw tweeted to Russ was a lot longer than 5 minutes pre- map voting. As of now being a higher tier i already wait more 3 minutes all the time. Group Q gets even worse.


Really im fine with waiting but i can tell you Most people can't stand waiting.

Edited by Monkey Lover, 19 March 2016 - 12:31 PM.


#12 MrMadguy

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Posted 19 March 2016 - 12:34 PM

PGI tries to make an illusion, that any non-Skirmish mode isn't pointless.

Edited by MrMadguy, 19 March 2016 - 12:34 PM.


#13 AdrenaHawk

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Posted 19 March 2016 - 01:56 PM

Quote

In the event that the match timer runs out before either team can bring their team timer to zero, the team with the lowest duration of time remaining on their timer will win the match.


The reason Domination doesn't end even if an entire team is dead is because it is still technically possible for that team to win. That said, it doesn't seem like it would be difficult to program in a few lines of code to end the match when one team has definitively won the match by destroying the enemy team and getting a lead on the cap timer. Same goes for Conquest.

#14 Trauglodyte

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Posted 19 March 2016 - 02:08 PM

Domination really needs to be rethought. The concept should be more about how many mechs you have in the center and the impact on losing one of the two bases. If they would keep that 1 minute cool down but make it more of a tug of war then made it so that killing an opposing base would mean that you'd need more mechs in the center to gain control of it (i.e., either forcing a team to kill them to gain an advantage or allowing the weaker team the ability to remove a base and, thusly, make it harder for the winning team to actually win), then the game mode would make complete sense.

#15 Deathlike

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Posted 19 March 2016 - 02:12 PM

To the OP.

Because reasons.

Because PGI.

That is all.

#16 WatDo

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Posted 19 March 2016 - 02:14 PM

They should either make it end when one team is dead or actually make it possible for the dead team to win.

My idea for the latter is turn it into mini-cw. One team is assigned to protect the bubble, the other attack. Keep the countdown at 1 minute with the mobile bases providing 30 seconds on the timer on destruction for the defending team (blowing up the attackers bases), 5 seconds off the timer for the attacking team (blowing up the defending players bases). Lower the overall match time to 10 minutes, maybe less. If the bubble isnt capped by the end of the match the defending team wins.

That or introduce respawns.

Otherwise, it'll just stay Skirmish with a forced fighting zone and a minute long disappointment timer at the end.

#17 meteorol

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Posted 19 March 2016 - 02:36 PM

View PostWatDo, on 19 March 2016 - 02:14 PM, said:

introduce respawns.


Insert incoherent gibberish about:

- muh immersion
- CoD
- Some absolutely dispensable privat league someone played with a negligible amount of players 10 years ago
- more muh immersion
- laughable real life comparisons

#18 Mcgral18

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Posted 19 March 2016 - 02:47 PM

View PostFupDup, on 19 March 2016 - 09:17 AM, said:

It was an attempt by PGI to make King of The Hill into something other than "Skirmish with a twist."

The problem is that it failed, because "Skirmishing" early on is still the best way to win because dead enemies can't cap. Thus, it's still Skirmish with a twist...but the twist is that you have to wait longer.


Worse: It forces the Skirmish into a 1KM circle around that part of the map, because if you aren't inside it, you'll lose.

Meaning is has less variation to normal Skirmish

#19 STEF_

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Posted 19 March 2016 - 02:57 PM

View PostMonkey Lover, on 19 March 2016 - 07:53 AM, said:

Because the other team could still win by caps if the alive team is slow. The idea is to make the caps worth taking.

Maybe sometimes this idea can work in large maps with conquest.

But in domination???
All the 24 players go there, so it's impossible for the survivors to be so slow that they cannot cap.

Domination is a bad version of skirmish. Bad because teams cannot choose were to position and fight.
But PGi choose for u.

#20 Ultimax

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Posted 19 March 2016 - 06:12 PM

View PostAce Selin, on 19 March 2016 - 07:50 AM, said:

Why do you still need to cap domination when other team is dead? Its over, it should end. This is like the worst idea ever that you need to cap still.



It slows down cbill earning rate per hour.

View PostMcgral18, on 19 March 2016 - 02:47 PM, said:


Worse: It forces the Skirmish into a 1KM circle around that part of the map, because if you aren't inside it, you'll lose.

Meaning is has less variation to normal Skirmish



This.

It's like they took the complaints to heart about centrally located important terrain locations forcing people to rush center and then made a game mode where you have no choice but to do that.





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